AR improvment suggestion

Discussion in 'Era Discussion' started by Anarchy, May 11, 2014.

  1. Anarchy

    Anarchy Active Member
    UO:R Subscriber

    Joined:
    Mar 5, 2014
    Messages:
    328
    Likes Received:
    127
    Introduction:
    Wearing high end AR especially wearing metal armor has no big effect in the game.
    How about giving higher AR values passive bonuses to other mechanics?
    High ARs are very rare i think.
    There is no really feelable advantage wearing barbed (studded) leather fighting "lower" monsters and especially in PvP.
    But with metal armor you loose Dex - so you feel more disadvantage as you feel advantage.

    Some inspriation i took from this topic: http://uorforum.com/threads/question-about-metals.2823/page-3
    I didnt like to post there because the topic name is so unmeaning



    I recommend this for start the discussion (which already started in topic above):

    MindblastDamage = (MaxStat - MinStat) / 2
    If MindblastDamage > 40 then
    *MindBlastDamage = 40
    end if
    If AllOverAR > 35 then
    *MindBlastDamage = MindBlastDamage - (AllOverAR / 2)
    end if
    This would give higher AR use in PvP. Currently i see no use for using metal AR in PvP.
    Gives you with best in game AR of invul plate 75-35=40/2 a by 20 points reduced MB damage and max it at 20 (that is still a good damage for lvl 5 spell)

    This could also apply to other spells. Maybe poison?
    function IsPoisonReallyApplied()
    {
    *ApplyPoison = true
    *If AllOverAR > 30 then
    **ChanceToResistByAR = AllOverAR - 30
    **If (Random(100) < ChanceToResistByAR) then
    ***ApplyPoison = false
    **end if
    *end if
    *return ApplyPoison
    }
    With MaxAR 75 gives you a chance to Resist poison by 45% if it is not resisted by other effects.
    Also works for poisened weapons.
    Last edited: May 13, 2014
    Jupiter and Basoosh like this.
  2. Blaise

    Blaise Well-Known Member
    UO:R Subscriber

    Joined:
    Jul 14, 2012
    Messages:
    7,706
    Likes Received:
    3,632
    It's leaning to far toward AoS era magic properties for armor, with spell and poison resistances. As much as I love the concept of it all, I don't think it would be ok for PvP at all. I think perhaps Dalavar's proposals for AR changes would suit more appropriately.
  3. Anarchy

    Anarchy Active Member
    UO:R Subscriber

    Joined:
    Mar 5, 2014
    Messages:
    328
    Likes Received:
    127
    Hey Blaise - i just created a formular of your basic idea ;)
    I dont find Dalavars proposals in forum.
  4. Dalavar

    Dalavar Well-Known Member
    UO:R Subscriber

    Joined:
    Aug 11, 2013
    Messages:
    3,336
    Likes Received:
    1,915
    I think this is pretty much everything I think should be fixed with armor:
    http://uorforum.com/threads/some-love-for-pvp.4457/#post-31917

    I definitely oppose any change to the way armor and spells interact; it adds confusion and it's just one more custom thing for players to learn here. You can tinker with AR and dex loss on armor though without being too confusing... it's not like many people remember the exact dex loss and AR provided by a ringmail tunic of hardening from 2000-era UO.

    As it is though, I think the armor AR is fine. The problem really is that barbed leather is the new naked. So rather than GM Ringmail being 53 AR, versus a mage in clothing with like 10 AR from cloaks and robes and stuff, it's versus a mage in barbed leather at 36 AR.
  5. Anarchy

    Anarchy Active Member
    UO:R Subscriber

    Joined:
    Mar 5, 2014
    Messages:
    328
    Likes Received:
    127
    You are absolutly right with all points 1-7
    However there is really no use in pvp for dex-reducing AR atm.
    I think there should be any advantage in it.

Share This Page